Roon Core is a very busy piece of software with a lot of threads.
A very audible part of the Extreme SQ Is the memory architecture. This is a feature we can expect to stay the best strategy for quite a while
If you can suggest a better way for development than laborious Trial and Error, we are listening
You asked, so here’s my opinion
Trial and error is probably the worst way to develop a piece of technology. It basically infers that you keep trying stuff until you find something that works, or not. When do you stop? At what point is your piece of hardware ready? Finished? If you are about to release and a new very promising piece of kit releases, do you hold your release pending another trial? Or do you release knowing that it could, maybe be better, or not?
What is the design goal? If its best sound, then why doesn’t the Extreme include for example SoTA footers, fuses, power cables? The answer I’m guessing is ‘because those things sound different in every system, so we leave it up to our customers to listen and decide what they need‘.
The above sounds like a condemnation of the Extreme...its not. The Extreme is a fabulous piece of kit. You asked about trial and error development. What trial and error should do, if you’re thoroughly committed to the process is give you a product that ultimately kicks ass. Essentially you’ve tried everything and you've picked the best. So ultimately the process should deliver. However there‘s a caveat. When you’ve developed something in this fashion, you can’t really reach any generalized conclusions about it like “10 core processors are better“ . The conclusion you can reach is that in the context of the Extreme‘s architecture and design choices, 10 core CPUs delivered the best sound quality. The reason for the qualification is manifold;
A different front end strategy i.e bringing in a cleaner stream impacts the sound and certainly influences CPU load. Roon and all its background processing influences the sound and the CPU load. Windows 10 influences sound and CPU load, so its not surprising that the Extreme benefits from plenty of CPU horsepower. Another design that’s far more economical with CPU resources could be quite different.
If i were to follow the usual high tech development principles, the approach would be different. First a design map would be developed, outlining all the desired design goals with regard to everything that you know and research tells you influences sound quality, namely:
Noise....internal noise generation and external radiated and conducted noise. The design should seek to minimize all sources and make the system as immune as possible. Checking noise levels would be a benchmark measure during development. Every design decision you make would be predicated on its noise profile.
Vibration.....internally and external generated sources. Simlar to the above, the design should seek to minimize vibration of internal components, finding ways to minimize production of vibration and ground or neutralise what can’t be avoided. Ways of minimising the effects of external vibration are part of the design and again, vibration would be a key bench measurement during development
Power.....here the design would seek to minimize the interplay of various components through the power supplies, would seek to avoid the generation of noise and would assure the greatest degree of isolation and stability for key components. In addition is would seek to make the unit immune to incoming power noise and would assure the unit itself wasn’t generating problems for other components by injecting its own noise into ground planes etc. Power quality would also be a benchmark measure during development.
Software......This is of course a major area for concern.....use commercially available software, with its typically massive overkill in terms of unused and therefore unwanted features, or sign up to the difficult, time consuming and costly own development. On the one hand, you save time and money but get something that is by definition only a moderately good fit to your specific needs, while on the other hand you get something that exactly fits your needs, assuming you can actually pull off the development..,.,..which is by no means a trivial exercise.
Obviously there’s more but you get my drift.
Finally, with trial and error design, you have to throw out any concept of ‘target price’. I’m not saying this is a good or bad thing, just that you have no control over price whatsoever, so while you‘re building, you’ve no real idea how much your product is going to sell for. I do realise that this seems to be a less important element of audiophile product development, but the risk is always that you end up with a product that costs a lot more but doesn’t sound a lot better than competitors. I’m talking risk here, not reality. (I do get it that the Extreme SQ is SoTA
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Anyway, I’m sure you get the gist of my message. Trial and error is a good way to finish, fine tune or ‘polish’ something, but doesn’t really suit ground-up development, simply because it lacks specific direction and specified outcomes. With trial and error, you’re never quite sure when you’ve actually arrived. Its a bit like going for a hike in the mountains and not taking a map.......just following what looks like the best trails and knowing the general direction you should be headed.